Unreal-5 Jiggle-Physics Demo Character Asset Overview Video:
I created this asset when I moved from Unity to Unreal-5. This is my personal Base Female Character that I use to design new games where I expect the main character to be Female. If you ONLY want the jiggle physics code, you can find that for free in the following Video Tutorial Playlist here:
In my 15 years of experience as a Unity Indie Game Developer - I understand that your design team, modeling team, texture team, animation team, programming team, and all the different parts of your game etc, are being built step by step, one piece at a time, separately. It's extremely common and standard practice for your programmers and animators to build the game using a "Temporary-Dummy-Character", while the real characters are still being Modeled, Sculpted, UV Mapped, Textured, Rigged, Weight Painted, Animated etc. In my experience, often the programmers can get a lot done with a "Dummy-Character" while the real characters are still being developed -
I have First-Hand experience with how detrimental using the wrong "Dummy-Character" can be when developing a time-sensitive game project. In my last project "Macrophage", I used a standard Male "Dummy-Character" to build and program the game while the real character(Female) was still being completed - When it came time to swap the "Dummy"(Male) with the real character(Female), I was immediately hit with complications and set-backs due to the fact that the "Male Dummy"'s proportions were vastly different to the "Female-Protagonist".
Problem 1: The Dummy's arms were much longer, the hands were much bigger, and the fingers were much longer. This meant that all of the delicate precision animations like reloading, typing, and grabbing were completely unusable without major cleanup.
Problem 2: The male animations in general were also a problem because my Female Protagonist essentially moved, jumped, and walked like a man. All the basic movement animations like walking, running, jumping, landing, idle, etc needed to be replaced with more feminine movements to fit the final look of the character.
Problem 3: The Dummy's standard skeleton and default pose settings were flat-footed, while the real final Female character's default pose settings were set wearing high-heels. This caused trouble with basic foot animation, position, and placement and required many of the crouching, rolling, floor-based animations to need to be redone.
Problem 4: The Dummy skeletal rig also did not have any support for the Breast and Butt bones that are required for the Classic Video-Game jiggle-physics that is standard in most J-RPG's and Fighting Games. So, in addition to the 3 problems above, I also had to use exta time adding new skeletal bones for the left and right Breasts, Butt, and Thighs -
So, this time I decided to learn from my past mistakes and make sure that we start our new journey in Unreal-5 with a proper Base-Dummy-Character. The requirements I kept in mind when designing this character were very simple:
1- The Female-Base-Character proportions SHOULD represent the most likely proportions of a typical feminine female video-game character.
2- The new Base should DEFAULT to High-Heels position.
3- The new Base needs to come with bones, skeletal support, and rigging that supports Breast, Butt, and Thigh jiggle physics.
4- The new Base needs to have weight painted skin that is easily and quickly transferable to new characters for rapid rigging.
5- The new Base has to have the exact same skeletal rig as the default UE5 rig in order to have access to all default UE5 animations.
Keeping these new requirements in mind, this is the design I ultimately ended up with. It keeps in line with all the requirements I would need in the foreseeable future which means I will have much less of a headache when it comes time to replace the "Female-Temp-Character" with the "Real-Female-Character". She also comes with jiggle physics active by default in UE5, and the settings for each jiggle physics bone can easily be copied and pasted to your Real-Final character when it comes time to be replaced. And, because she's using the exact same skeleton as the UE5 default, she has access to Every standard Unreal animation that comes out of the box upon download -
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Personal License Includes:
- The Complete UE5 Project File
- 3D Models
Body Mesh
Hair Mesh
- Number of characters: 1
- Vertex counts of characters: 257,827
Body Mesh
Hair Mesh
- Number of Materials and Material Instances: 2
Body Mat
Hair Mat
- Number of Textures: 8
Body Color
Body Metallic
Body Roughness
Body Normal
Hair Color
Hair Metallic
Hair Roughness
Hair Normal
- Texture Resolutions: 4K
- Features:
Rigged
Fully Compatible with default UE5 Animations/Blueprints
Fully Textured
- Materials Included: YES
- Rigged: Yes
- Rigged to Epic skeleton: Yes
- IK bones are included: Yes
- Animated: Yes (Has Access to all default UE5 Default Animations)
- Number of Animations: UE5 Default
- Animation types: UE5 Default
- Supported Development Platforms:
- Windows: Yes
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Commercial License Includes:
- All Previous Functions & Features Included in the Personal License Variant,
- Character Weight Paint Transfer - SPEED-RIGGING Maya File
- Maya 2023 File Containing Unreal 5 Skeleton Adjustment Nurbs
- Re-Created Feminine Unreal 5 Mannequin Mesh (Unrea) With Weight-Paint information Intact
- New Mel-Script Needed For Potential Bind Export Errors Specific To Unreal
Video Tutorials for how to use the Rig-Modification file can be found here:
Maya Weight Paint Tutorial can be found here:
Maya Weight Paint Transfer Tutorial Can Be Found Here:
Updating To New Unreal Version Tutorial (And Potential Bug Fixes!):
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This is the base character that I now use for all my game projects as they are being developed. I wish I had something like this back when I was developing things in Unity, but I guess better late than never right? Anyway, I hope she saves you as much time as she saves me -
Thank you very much for your time and consideration, and as always, hope you have a Fantastic Day!!
-RS